This is an unfinished version of the final game

A unique take on the roguelike dungeon crawler!


Explore a procedural dungeon, in the form of a deck of cards. Collect unique and powerful weapons, and defeat cute enemies by Creating your own Deck!


A game that is different every time you play, try different combinations of cards and abilities, and create the most powerful Deck possible!


Feedback or suggestions for future updates is welcome! Leave your comments down below!


To stay up to date or give suggestions, be one of the first to join the Discord - I will be on each day!



Updated 3 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.7 out of 5 stars
(179 total ratings)
AuthorIncinious
GenreCard Game
Made withGameMaker
Tags2D, Cute, Deck Building, Dungeon Crawler, Pixel Art, Roguelike, Roguelite, Turn-based
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
LinksSteam

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Dungeon Deck DEMO 1-0-1.zip 19 MB

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(1 edit) (+1)

uh oh stinky

another glitchy witchy :3

(+1)

Not a glitchy witchy! That is a very spooky one too 😂 I think it is probably related to the textures loading in web - see what happens if you refresh the page?

It's so funny to me that, for once, my janky setup (Firefox on an m2 Mac with 8gb Ram) isn't getting any of the glitches people are posting.

(+1)

Well, that's new!

Wow! That's the first time I've seen that 🤔 Did you get any errors?

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Went away after a couple refreshes of the page so it might just be me. But thought it was interesting to share nonetheless. Very spooky! Maybe this is what the halloween update can be? 😂

(+1)

Haha great idea! The game becomes haunted 😂

(+1)

I've tried to fix this by reducing the texture atlas count. Let me know if it happens again 😊

(+1)

Ive had this bug a lot, i didn't pay too much mind to it thinking my chromebook was underperforming, this is by no means new 🤣

(+1)

Is it just me since I'm on Chromebook but when I fullscreen the game just turns black and freezes?

That's very strange 🤔 I'll take a look into it to see if there's anything I can do about it

This should be fixed now 🙂

(+1)

thanks! it's so cool of you to talk and work with your community!

No problem! It's super helpful to be given feedback like this!

(+2)

Uh I don't know if its just that I'm on Chromebook buuuut in level 1 after the "Tutorial", whenever I use the touchscreen to equip the sheild, the game just stops working.

Thats not great! I don't have a Chromebook to test on, but ill take a look using chrome to see if I can fix it 🙂

Thank you! Even with the little amount of gameplay I got in, I think its really fun!

(+1)

Great update! I'd say the demo is looking polished and a great advert for the game. I really like the mixing of the deck order - the seagull is a good boss, but knowing it's the final one every time makes it easy to beat with certain decks (reflection wrecks it pretty fast, but has more trouble with other creatures and bosses).

If I could make a suggestion: adding some hint of a larger story/mystery to the intro and ending of the demo seems to be a common way to hook players to buy the full game. The only thing missing from the current demo is a sense of "wait, where's the rest? What happens next?"

(1 edit)

Thank you! I'm glad you're enjoying the update 😊

That's a good suggestion about the story / mystery - I've tried to only capture a part of it for this demo, but maybe the popup at the end isn't enough.

This update should make the beach no longer always the final deck! Hopefully that makes it a bit more interesting each run.

(+1)

is it me or is the combat inconsistent? like sometimes they target my monsters and some times they skip them and target me

Yes that's not just you 😊 enemies will choose between you or your summons to attack - if you have a summon with the "targeted" status, then enemies will only attack that summon.

so a no damage run is basically all luck based

If you are trying a 'No Damage run', using Defense is the best way to go to not take any damage

(+2)

been playing this for hours lol, I wish the cards were smaller or you could zoom out or something when they no longer fit in the screen, also some of the card descriptions are kind of confusing, like the healthcare mentioning “health” twice but meaning the player’s health as opposed to the cards health, i misunderstood a few card descriptions actually but yeah rly fun

Thanks for those suggestions. I think adding a way to scale the cards will definitely be good. Also a good note on the healthcare! I'll see if I can make the description less confusing

(+1)

been playing this, absolutely love it. Would say, the knife deck you can fairly consistently build is a bit too strong. the summon who heals each time you use a knife coupled with bladed wand makes thorns insignificant. Also blows through the seagull boss because the discard mechanic is ignored by knives. Really have enjoyed everything about the game otherwise though. Knives are just a bit too strong imo.

Thanks for playing! I'm glad you've been enjoying it 😊 Knives are really powerful at the moment, but they're also very fun. I'll have to think of a way to balance them a bit more without losing that fun aspect

(+1)

you could add a limit to how much healing the summon does, or reduce the bladed wand damage. It'd be a bit wordy, but in my opinion the biggest problem isn't the damage of the knives but the consistency/durability they have. If you reduce the draw from bladed and add a limit to the summon, it'd be fine. Maybe it could read something like "Whenever you play a knife, restore one health and this minion loses one health" So if you keep it up on the board it still has a limiter.

Oh nice, those are really good ideas! I'll make those changes 😊

(+1)

FYI the limit to the knife summon seems not to be functioning. If I understand the card-text right, he should be losing health as he heals, and heal only up to 3 health (or whatever his health is at the time knives are activated). For me, all copies of the knife summon are healing an unlimited amount, and not suffering any health loss from healing.

Ah thank you for noticing, I'll fix that issue 😊

(+2)

NOOOO THE GOLEM DECK GOT NERFED

They had too much power 😂

(+1)

I love this game, was very determined to beat the beach deck. I hope this gets more updates! Maybe an endless mode :D

Thank you for playing! I'm glad you like it. I'm hoping to continue to update the full version once it releases on steam 😊

(+1)

Been loving all the updates and getting more and more excited for the final product.

A couple of (albiet personal) gripes though:

1. The aspect ratio change/card size growth that happened amidst some update ago makes the screen feel a lot more cluttered and a lot more stifling. I feel like I have a lot less leniency with the exact places I'm putting cards and it also is a big of a strain on my eyes lol.  I would literally give you my firstborn child to have this changed. 😂

2. I miss the old reroll button or at least its location, the current one's hitbox is placed in a way that it feels like it has to be really precise and just generally it can get almost hidden by your card deck especially as said deck increases.

3.  The change to implement different cards to use in your starting deck is really cool but it makes it harder to specialize a deck. This is less detrimental on the whole to me but just something to note as especially when you get a bad set of starting card options.

Also just wondering how many stages you anticipate to be in the final version! Excited to see it continue to progress!

(+1)

Thanks for playing, I'm glad you like the game 😊

This is really helpful feedback! Thank you for sharing! It sounds like adding an option for changing the size of the cards in the settings would be worth it 🙂

Currently the full game has 9 decks to beat! I want to add more to it after launch as well 😁

(+1)

I make thousan little guys :3

(+2)

honestly haven't played this game in so long, best addition got to be the lil guy that stacks ur coins. 😂

(+1)

Thanks for coming back! Haha he's very helpful 😂

(+1)

knife builds blow everything else out of the water after multiple play throughs now its a breeze for them and a chore with any other strategy I tried

(+1)

Nice job! You can make a really powerful knife build ☺️ they are a bit harder to use against thorns though 🤔

I put 1-2 summons in that heals on knife use

(+1)

Hey, the game is really fun, great work!
Having worked on my own card games I have a special appreciation for the great card feel. Dragging them around and playing them feels very satisfying!
I noticed a few things that you might or might now be aware of:
- The player doesn't get to see the card they receive from the altar after sacrificing 3 cards, which doesn't feel right
- I can sell the Curse card for money (this might be intended, but I was surprised)
- Baby spider's textbox is "No additional effect", I think it's better to just leave it blank then
- There was a typo at the end: "Game Overe". Yes I lost in stage 3 :')
Overall great job, excited to see where this goes!

(+1)

Wow this is great feedback! Thanks for taking the time to share it ☺️ I'll make sure to make those changes!

(+1)

It's a fun game and I really love the cards art and also the sounds 

keep going

Thank you! ☺️

(+1)

I love the level of detail. Small things like the animated coins that can be tossed around, the little bug which is carrying the coins around, the free placement of the cards, some animation for special events like the rogue tide. 


In this game is surely a lot of heart and soul of the developer. Wishlisted the game and can't wait for the full release!

Wow thank you so much! I'm really glad you like the game, and thanks for Wishlisting it ☺️

(+1)

Really fun, I wish i could skip the "choose a card" phase, but i'm sure it adds some level of strategy that other people enjoy.

Thanks for playing! I'm glad you enjoy it ☺️

(+2)

Happened upon this game as I started analyzing games and game design.

I really enoyed the game! It has simple, yet non-standard card mechanics, and I enjoyed building my deck and fighting the various monsters.

My only criticism is that there was no music during gameplay, and that some cards like the bows were dead weight in a deck without arrows.

Also while the style is pretty interesting, somethimes the cards seem illegible with the white numbers merging with some of the graphics. I've also noticed that the text for the sacrifice event overflows.

Overall, great job!

Hey there, thank you for playing! I'm glad you like the game 😊

I appreciate you taking the time do give your feedback! Thanks for spotting the event text overflow, I'll make sure to fix that! I didn't realise the white numbers were merging! Did you have an example of where this happened the most? Thank you 😊 

(+1)

This seems like a really fun game but unfortunately I can't figure out how to play it. I think you should consider adding a tutorial.

Thanks for the feedback ☺️ I'll definitely add a tutorial in the future!

I also almost got stuck on the start of the game. The misunderstanding comes from using the same icon for dragging the card during initial deck creation, and "starting game". It's not clear you need to drag the cards to the bottom of the screen, and I instead tried double clicking or clicking and then clicking the arrow. Consider using a different type of element, or an arrow that moves between a selected card and the bottom of the screen.

That's very useful feedback, thank you ☺️

I think I figured it out lol

very engaging game I still think it could use a tutorial but other than that its really enjoyable and fun 

good job :)

(+2)

Incredible game! I've been playing for an hour.

Wow that's awesome! I'm glad you like it ☺️

I don't understand how to play ;-;

(+1)

nevermind, ive got it

I'm glad you worked it out ☺️ have fun!

(+1)

An endless mode woudl be awesome! Super fun! 

Thanks! An endless mode sounds good! I might work on adding that after launch 🙂

(+1)

fun game uploading my run on youtube... so close to halfway mark

I'm glad you like the game 😀 let me know when your video is uploaded so I can take a look!

(+1)

pretty darn good addictive  
(+1)

Awesome! I'll have to give it a watch ☺️

(+1)

all uploaded linked below 

(+1)
Hey cool games mate! Couldn't wait for the full version, the game have so much potential. I really liked the sound and the little detail you put into the game, but theres one problem the game is way to quiet when you're doing nothing try adding a background sound to make it feel like you're in a bar (the game background) or something. Everything else is great! Keep it up mate!

Hey there, thanks for playing! It was nice to watch your video 😊

That's a good suggestion of adding in some background sound! I'll add that in!

(+1)

When I played reanimator, the game immediately froze and I couldn't do anything :(

Very fun tho, just a slight issue

Thanks for letting me know! I'll upload a fix for that soon 🙂

This should be fixed now 😊

(2 edits) (+1)
I think the web version got bug, instead of 2 baby spiders it multiplies into 4. 
They're even stacked on top of each other so it looks like 2 but is actually 4.
No wonder I received 2 hits each.

(1 edit) (+2)

Wow! That's sneaky!! Thank you for letting me know! I assume you killed them with the bow?

(+2)

Well yes, i'm a bowman after all XD 

(+2)

This should now be fixed in the latest version 😊

(+1)

"Tamed Bolt" has broken my game on two seperate occasions, as of last update.  Also, loving the game!  Can't wait for full version.

(1 edit)

I'm glad you like the game! 😊 I'm sorry to hear about the Tamed Bolt breaking the game, do you have any more information about what happens?

(+1)

I do not remember the setup or what else was preset in deck/field, but the first time i used a newly acquired tamed bolt, the game just froze.  This happened the first two times I tried using it after the 3.5.0, however I have tried once again and the tamed bolt worked with no issues, so guessing it was a specific set of circumstances?

(+1)

I should mention, it was when the tamed bolt was released onto the enemy.

(1 edit)

This should be fixed now 😊

(+1)

Champion!  Glad I could contribute in some way

(+1)

I played it some time ago and it's great! I like the variety in cards, graphics and gameplay. One small issue for me is the fact I couldn't realize that AoE hammer attacks do not apply weaken on all enemies; which is fine - but it would be nice to somehow state that it applies weaken only on one enemy and does damage to all enemies.
(1 edit)

Thanks for making a video of Dungeon Deck! 😊


That's a good point about the hammers! I'll try and work out a way to make that more clear

(+2)

Hey, I started playing this game a couple days ago and I'm hooked. So, I would like to say well done, for making such a meaningfully engaging game.

I noticed you put out an update today and there seems to be a UI bug  with the card refresh/restock thing; It has an annoyingly precise hitbox for clicking.

Apart from that, I don't know if this is intentional but it seems like no matter how my run starts it always ends with lots of shield cards. I did it with knives, bows, swords and hammers and it always ended up that way. It seems maybe it's way too strong at least to me.

Anyway, I really look forward to the future of this game.

P.S. I haven't played slay the spire but I imagine this game is what slay the spire would be like if I actually played it.

(1 edit) (+1)

Thank you for playing! I'm really glad you like it ☺️ 

That's a good point about the reroll button! I will look into making it less annoying to press.

Ah that's interesting! Maybe I need to revisit how strong the shields are 👀

(+1)

noo not the shieldss...

and on another note i find if i hover over the reroll button i can see if it moves a bit downwards i know to press it :>

Preventing damage is much more important than healing and at the moment, stockpiling kite shields just works better because of the +7 vs the Heal 5 from bread.  I would either switch food/shields or add a bonus heal over time to food items, that makes them as attractive as shields.

(+1)

I love this game but i wish there is some way to "upgrade" the the cards so it not just many card to play but some quality card as well. And it would be helpful  if we know the target of the enemies (us or summon) but unpredictability can be fun too. <3

Thank you for playing! I'm glad you like the game 😊 the full version of the game actually will have a way to "upgrade" certain cards 👀

(+1)

It made the screen go blue on steam

And thus far not working

Thanks for letting me know! At what point did the screen turn blue? Do you have any screenshots of it? Thanks 😊

(+1)

I'll get a screen shot in a bit

(+1)

After spending several hours playing this game, I have some suggestions and tips I'd like to share:

  1. In terms of progress, I am stuck at 92/98 cards and have no idea how to unlock the remaining ones. A tooltip or hint on how to unlock each card would be useful (like the "time" card, which I discovered purely by chance). Perhaps you could display just the name or description. For the record, the cards I am missing are: the third in the third row, the second in the fourth row, the last two in the sixth row (after "training course"), the third in the row after that, and finally the card between "angry sword" and "magic stick."
  2. Some cards are very hard to come by. For example, I've only seen the "disassemble" card once.
  3. The initial choice could be improved. Several times, I've had to restart the game because I end up choosing arrows or bows and then find myself without arrows or bows. Maybe implement a trigger to ensure that if you choose a bow/arrow, the next choice is the complementary item.
  4. On touch devices, buttons and cards need to be tapped twice to function properly.
  5. It would be helpful to play a card without dragging it, as I've often accidentally discarded shields instead of placing them on a golem.
  6. Keyboard shortcuts for automating certain actions would be great, such as pressing Enter for a new turn or using numbers to play a card in a specific position.
  7. The option to receive coins in "choose a card" would be beneficial, as the proposed cards often disrupt the deck.
  8. The ability to reroll the shop (at a cost, of course) would be useful.

Apart from these points, the game is very fun and has high replayability!

Wow, thanks for this great feedback! A lot of it is really spot on, and actually is being addressed in an update I am currently working on 😊 Keyboard shortcuts is a great idea I hadn't considered!

Unfortunately setting up the game for touch devices isn't a priority at the moment, but hopefully I will be able to build a version that is mobile specific in the future!

(+1)

im not sure if this was intentional or not but if you get the card forges, which can give you one energy on discard (basically making it a free discard) but when you have multiple of them and use a card that gets rid of your hand, you are given a few extra crads and energy  (amount depends on how many card forges you have, 1 gives 1 card and energy, 2 gives 2 and so on) not sure if this was intetional but it makes for some fun gameplay

I'm glad you like the card! Yes that was the plan, stacking card forges should give you multiple free discards 😊

(+1)(-1)

Thought I update on some feedback regarding the quick draw event. On my last run so far, I encountered this event maybe 10+ times, and I'm getting tired of the game giving me any random card from said event when the player has no say as to what card gets added to the deck, and I rather see a "skip" button if you don't want to deal with playing slots on this event.

Basically, you are shown 3 facedown cards and you pick one, and are forced to keep whatever you take. A reason I don't like this event when it pops up is:

1. You can't skip the event.

2. You have no say as to what the result is since the cards given to you is random, unless you get lucky getting the "gold pile" card that gives you gold instead.

3. It feels like a slot machine-type event to me that I can't understand why its in the game, considering you are forced to take every card reward offer to you, and I don't like a random event just adding random cards to your deck to just bloat it up.

Then again, I did hear the developer saying deck management be important, so what is the lucky draw even ever in the game to begin with if we are encouraged to keep deck size down and some event just gives you more junk to clog up the deck. I can't understand the reason its in the game and you can't skip it. Thought I ask what the design choice was with putting it in the game, especially with what I said above besides being an event that I feel is more of the game telling "here's a lucky draw event, and now I'll give you more junk for you deck you have to deal with."

(+1)

Thanks for giving this feedback! The lucky draw definitely can feel annoying sometimes. There were two aspects for including the card; firstly it's something that breaks up the gameplay which hopefully helps add some variety, and secondly it is another way to add to the challenge of managing the size of your deck. I think at the moment it's not the best implementation, because like you said the player doesn't have much choice in it - I'd be open to hearing any thoughts on ways to make it more engaging 😊

(-1)

Maybe what you can do for the lucky draw is maybe move it to the shop where the player can pay a certain amount of gold to gamble on getting a card, and its either common, uncommon or rare and the more gold you pay, the better the rarity of the card. The lucky draw also has a 10% chance where it pays you back double the amount of money or let you choose between 3 cards of the rarity you paid for instead.

As for the card alter, you should move it to the shop too so all of the deck management is in one place. Technology, the card alter is a hybrid of the junk shop and the lucky draw since you trash up to 3 cards and get a random card back. Only thing I can think of is you pay gold to cut cards out and end the runs after 3 maps total since if they go on for 4+ acts, you still have to deal with deck bloat problems from forced card rewards, etc. and I think I would get sick of the game after 3 maps since forced card rewards and long runs don't mix well.

That's my 2 cents on the topic to move everything to the junk shop so you get all of the deck manager services in one shop and add more events like one that gives you a random relic, etc. As for the deck, showing 3 cards at a time and you pick one to resolve gives you some control over the order of encounters or events you want to do. Another game I play on mobile, Dawncaster, does that with a deck of cards and if you want to watch a video of it or something, its one way to do the map deck a bit.

(+1)

I think maybe just reframing it could be better.  Like, instead of "Yay, you get this good thing! (but secretly it is bad)" you could do "Oh no, a fairy added a card to your deck! (but secretly it may be fine)".  Also adding the card altars means this game has *so much* card destruction, so leaving it as is is probably also fine since any cards you don't want you can toss at a shop or altar anyway and you're never gonna use up all the sacrifices anyhow.

(+3)

Choosing 1 of 3 facedown cards doesn't do anything, because you have no information. It might as well be 1 card.

Provide some information about what's on the opposite side, then it becomes a choice. 

That's a good point. I think I will rework it

(+1)

Question for the dev: is there a reason so many devs go from web-version to windows-only for the steam release? Is there something about game-maker or html5 that makes releasing for Mac onerous?

It's just weird that I can play these games on my Mac online but not buy the complete versions :( I figure there is some reason devs do this though, you're not the only one.

One of the main reasons I think is that generally to make a game for Mac, you need to own a Mac. It's also generally not the simplest process to compile a game for Mac compared to windows - it's something I'd like to do for Dungeon Deck so hopefully it doesn't cause too many issues! 😊

(+1)

Makes sense! Follow-up question: could the steam version of a game like this still be compiled for web-play even in the later, "complete" version that's sold on steam? Ois there some point where the complexity of the game crosses "can't be a web game anymore"?

(+1)

Yes theoretically it could also be built for web - Web does have more limitations though for things like available memory, and so there would be a challenge involved in fixing all of the issues that are unique to the web version 😊

(+1)

Hmm, I'm 9 cards short of completing the library, and I can't remember or find any cards that are missing.  Does anyone have the complete library that they could share an image of?  Is the library completion bugged?

I know some cards (artists clay for sure) have issues entering the library, but eventually I even got artists clay, and I'm still 9 short.

Great job with the library! I'm not too sure about those 9 cards, I'll look into it 🤔

(+1)

Y'know, very low priority, but here they are:

(+1)

Thought I report a bug on one of the cards in the game. I drafted a card called "Artist's Clay" that duplicates a summoned ally when its played, but after I played it, its removed from my deck for the rest of the run. (It doesn't go into my discard pile when played or ever returned to my deck after the run is over.) The card itself doesn't say that its one-time use, so I can't understand why this is happening.

In addition, the card doesn't show up in my library tab upon clearing the game even thought I found it twice on my last run.

Thanks for letting me know! I'll look into it ☺️

(+1)(-1)

Also adding another one. In the picture below, the game isn't letting me play any cards from my hand. I used deck swap to change my hand for the discard pile, but after playing the card, the game doesn't let me play the knife cards but lets me play the shield and draw two card. I can't understand this situation.


You can only play cards once per turn, so the cards you got back from the deck swap will be "disabled" until you end turn. I think it visually needs to be a bit more clear though

(+1)

I'm pretty sure I remember this being different before, so I infer this is a (very reasonable) balance update.  However, after this change, some cards like deck swap, resurrection, and bent arrow become almost useless except under very, very specific circumstances. 

I would gently suggest those cards may require revision.

Thanks for your thoughts 😊 that's a great point, especially around Bent Arrow and Resurrection - I think Deck Swap is still very powerful without resetting moves if you have the right build, but I hadn't even considered the other two! Thanks 😊

(+1)(-1)

Adding on to my previous reply that I played deck swap again, and now the game softlocked me here since I can't play any cards at all in this picture after my hand got swapped with the discard pile. This is all from the web browser version of the game in case you need to know what version I'm talking about, and I think its the only one available right now unless I download it.


You should still be able to press "End Turn" on this screen to continue. Let me know if that doesn't fix it ☺️

These should be fixed with the latest version

(+1)

Good game, but assuming you're taking feedback in the comments, I'll leave some here.

1. There needs to be a way to skip card rewards, etc. in this game. I can't ever beat the first level so far because you're forced to take every card offered to you, and this was leading to me taking unavoidable damage because the deck becomes too fat after 5ish battles with no way to cut cards out of it, and unable to draw my defense cards.

What starts as a 5 card deck becomes 15+ cards about halfway through the game and unless I want to play a "deck bloater" game (or have the game make my deck for me), its something I would drop after maybe 5ish battles when the decks become not sync anymore due to being filled with whatever junk gets offered to you or too many copies of the same card (a single shield becomes useless when the deck is 20+ cards when you get to the boss of that level).

2. There needs to be a way to check the draw and discard piles. I found some card that lets you take any draw from the draw pile, but I feel like sometimes its a wasted play when I can't check the draw pile to see if there's any card in it that I want. It similar to the discard pile if there is a card that lets you find something in it.

Hey there, thanks for playing! And thanks for the feedback ☺️


1. It definitely becomes unusable once your deck gets too bloated! Part of the challenge is this "deck management" element, so making sure to sell cards at the shops, and using things like the Card Altar helps to keep your deck fairly trim. I am working on adding more ways to remove cards from your deck as well, as I don't want to completely remove the challenge that comes with having to take reward cards ☺️

2. This is a good idea! I'll try and add a way to see what cards are in your deck and discard pile

(+1)

I did play it some more, and I think I think I got some more notes to share on the game.

1. The "spin the wheel" event is currently my least favorite event in the game, since it just gives you any random card without you having no say about what you took. (Its just 3 random facedown cards and you just pick one at random.)  I can't understand why this event is even in the game if you said "deck management is important in this game." and this event should either go or get reworked.

2. Its too random as to when the shop event pop ups. On my last run, the game gave me maybe 5+ battles in a row with forced car drafts and no shop, etc. at a certain point, I feel like playing the game becomes more of a punishment to continue playing rather than rewarding. If the game had a map system or something that told you what the next event is or showed you 3 cards from tan event deck and you pick one to resolve with the others going back to the event deck, I think it would be better for me as to when to go next on the map. You can pick the levels, but that's the only control you have.

3. For some cards, they don't say that you need something else to play them or they have certain effects that I can't understand. As an example, I think I found 3+ arrow cards, but they don't say on the card that you can't them outright from the hand and need an arrow to use them. Plus, some of the cards apply status effects like burn, etc., but I'm not told what they ever do.

4. Forgot to mention that for point 3, the game never tells me that you can only sell 3 cards at the shop without buying anything, and when you do buy something, you can cut another card out of the deck. I only found that out by testing the shop myself.

That's all I can think of for now. As for what you could do, each level could be maybe 10-15 cards or something where after every 2-3 battles, you get some event such as the shop, card altar, etc. but I don't want to see the card roulette unless that gets reworked where its not a gambit for the game to have a chance to add "junk" to your deck. Plus, if you can't cut card easily, at least make it where every card can be played without needing something else like arrows needing a bow, etc. since the game doesn't tell me stuff like this currently.

I would add that I (very subjectively) disagree with the feedback above. I find the current version provides a *lot* of card removal.  Currently It's possible, maybe even likely, that the deck doesn't grow at all over the course of the game.  Not saying that's good or bad, but it's definitely already more forgiving than other deck-building games in this vein.

(+1)

it’s been a while since I last played, so I’m probably late to this, but the roly-poly that organizes the coins is so adorable. Amazing addition!

(+1)

I was just about to say that! I love this feature.

Thanks! I've wanted to add it in for a while 😊

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